Life Unconstructed


Looks like I’m running Outgunned! on Thursday morning and evening. The adventure is The Lagos Job — and will run the players through character creation and a mission in the four hour block. Yes — we can do a full adventure and character creation in that time. Character creation is staggeringly easy, and with the stretch goals card deck, the players can find their roles and tropes and knock out their character in under half an hour. I’ve already done it with a five person table in that time.

Friday is Blade Runner — I’ll be running the original Electric Dreams adventure from the Starter Set with pre-gen characters from the same. Got a morning and afternoon game. I’ve played in this one last year at GenCon and it’s a good mission.

Saturday is my working the whole day — Alien, running the original Chariot of the Gods adventure. If I can get Free League to drop me a PDF (or if I can score a hard copy) of the new edition, I might even run the games using the new rules.

Sunday morning is Outgunned! again, then I have to move fast to catch my flight out of Indianapolis.

Looking forward to it.

I kept hearing about this project and saw some of the initial cryptic videos coming out of OTOY, a group connected to the Roddenberry estate, it seems, that have been doing archival work on Star Trek. Here we get to the heart of why the original show worked so well — characters. Friendship.

9. STAR TREK and related marks and logos are trademarks of CBS Studios inc. All Rights Reserved and no infringement is intended.

Stop reading if you’re one of those people that “can’t watch a movie when you know what happens…” 

I’d like to say I’m a fan of the Alien franchise but that’s not wholly true. I loved the first movie, which I watched on HBO — oh, so long ago — while skipping school. I already knew what happened, as I’d read about it in Omni and read the comic book version. Still, you’re not really prepared for the chestburster scene, nor the surprise when Ash gets decapitated to a gout of what I’m told was milk (and which Ian Holm, supposedly, couldn’t stand but had to slobber out of his mouth for the scenes afterward.) (Oh, look — spoilers. And it didn’t ruin my enjoyment.)

I loved Aliens, which took the suspense and horror of the first movie and turned it into a roller coaster ride with more aliens and more action, but grounded in a good set of characters and a mother/daughter relation. The director’s cut has a two minute scene where we find out Ripley had missed her daughter’s entire life, and that she had just died a few months before Ripley is found. It creates an emotional through-line to Newt and why Ripley gloms onto her so passionately in the movie. (It also has the fantastic automated sentry gun scene that should have been kept, as well.)

But after that, Alien movies have been a steady exercise in disappointment. The less said about the third, the better. The third even makes the terrible Alien: Resurrectionlook good, or at least fun. The cloning thing to bring back a character is usually when you know a series is done, but it did give us a prototype in the pirate crew that if you squint looks a lot like another crew that the writer, Joss Wheedon, would give us later. I didn’t even bother to watch the Alien vs. Predator movies. Prometheus was an exercise in frustration — there was a good story in there, but the original Spaihts script got badly mauled by Damon Lindelhof. The only saving grace is Michael Fassbender’s David — one of the best movie villains of the last couple of decades — and the main reason to watch this movie. Covenant — again, a movie that could have been good, but bad writing with characters making obviously bad moves brings it down.

So I wasn’t expecting…anything…from Fede Alvarez’s Alien: Romulus. The trailers looked good, but I’d been fooled before. I’d heard the director had done some good work with his other movies…but so had Ridley “Covenant” Scott. But I had also just quit my job and had a load of stress and time to burn off. I hit the opening matinee which was surprisingly well attended.

The story is simple and set between the original movie and Aliens. It revolves around a group of twenty-somethings who have been raised on a crappy colony world run by Weyland-Yutani Corporation, the bad guys for most of the series. The look and feel of the colony is top-notch. You can see that life on these “shake and bake” colonies is filled with back-breaking work, weird diseases from the terraforming process, and this one has a tidally locked world where they never see the sun.

The lead character, Rain (Cailee Spaeny), has finished her indenture with the company, but because there’s a large number of their folks dying, she gets involuntarily extended. It’s obviously, she’s only getting out feet-first. She is joined by her adoptive brother, Andy — a salvaged Weyland android who is twitchy, filled with bad dad jokes from her father, and who has one directive: do what’s best for Rain. He is planned stunningly well by David Jonsson, who I’ve never heard of, but expect we’ll be seeing more of. She gets an opportunity to get the hell out when an ex-boyfriend, Tyler, and his crew of miscreants including his pregnanat girlfriend Kay (only really there for a later body horror moment), his brother Bjorn (the android hating douche), Navarro, a twitchy pilot that you know is going to be the one that loses her shit when things go bad — and they will swiftly.

The crew have found out there’s an old, abandoned Weyland ship (later, they realize a space station) in a decaying orbit over the colony. They’ve got 36 hours to pop up, steal a bunch of cryo-pods and coolant for the trip to another, decent, colony a few years over the way. So far, so good. They need her because Andy is a Weyland machine and should be able to get them past the security systems. There’s the set-up.

The movie is beautiful to look at and once they get to the station, with its Nostromoaesthetic, I was on board for the ride. The sounds of the console and equipment, the look of the hatches and corridors blends Alien and Aliens seamlessly. They manage to break in, find out the station’s gravity is offline but cycles every certain number of minutes (used later), and they get the place mostly up and running. They find the cyropods — that’s good. They don’t have enough coolant to get them to the next colony — that’s bad. So, they go looking for more coolant and find mysteries: there’s weird damage that the audience known is from the acid blood of the eponymous xenomorph. There’s security lockouts that they can’t get past to find out what’s going on, but there’s a damaged android. They try to fire it up but it’s hostile, so they short it out.

They manage to find coolant in a red light-bathed laboratory, but when they pull the tanks, they disable the cyro that been keeping dozen…hundreds of facehuggers out cold (so to speak). Mistake #1. Security locks out the room, leaving Tyler and Bjorn trapped. Rain and the others need better security clearance, so they take disabled android’s OS chip, and plug it into Andy to get higher access. Mistake #2: now, Andy has uploaded security, better software that makes him stop acting like Lennie from Of Mice and Men into a confident, cool, and efficient “artificial person”. This includes a new directive — to do what’s best for the company.

By the time they can get the hatch open to get Tyler and Bjorn out, the facehuggers are on the loose. Here again, Alvarez and Stan Winston’s special effects team, knock it out of the park with animatronic facehuggers that could run and jump, although others are CGI’d. Facehuggers were always creepy, but here they’re terrifying. Of course, one of the crew get impregnated. This is Navarro, who through the rising tension is doing a lot of praying and freaking out. So it’s in character when they learn from the “dead” android, Rook, that she’s most likley infected with a chestburster. 

And here’s where people start to complain about the fan service in the film), a version of Ash that uses CGI to recreate Ian Holm over an actor’s face. The voice is an AI-cooked combo of Holm and Daniel Betts, who did the initial performance. The voice is well done, the face is just into the uncanny valley, but I’ll admit I didn’t mind this enough to ruin what was a — so far — a well-paced, acted, and written movie. Yes, he used some of the lines from the movie. Again, it’s not bad enough to take me out of the movie — save for one uttered by Andy near the end.

Mistake #3: Navarro freaks out and with Bjorn makes a break for their ship, with Andy in close pursuit with the intent — it seems — of killing her before the monster inside can come to fruition. Kay, who had been left on the ship feeling morning sickness, tries to aid Navarro but it’s chest burstin’ time. Unfortunately, Navarro had been decoupling the ship from the Romulus station and in her death throes kicks off the engines, smacking into the station for the inevitable bit of pyrotechnics. The ship had knocked the station into a faster decay and it will hit the ring system of teh planet in less than an hour. Now, the first bit of bad writing. Conveniently, the ship scraps along the station doing damage, but winds up in another hanger bay on the other side of the station. Better would have been to see the ship go boom and the rest have to get to a shuttle or ship still docked on the other side of the station. This is the first strike the movie gets in my book.

The rest of the movie is the last three trying to get past the army of facehuggers in the station to their ship, and Bjorn and Key dealing with the “baby” Navarro chest bore. Of course, there’s been hibernating xenos from when the station has crew that will come into play near the end. There’s the “can we trust Andy anymore” angst and moments where we can see the struggle between protecting the “company and Rain. Jonsson really is the best part of the movie. There’s even the black goo from Prometheus— we find out this was the real goal of the company, not the xenomorphs who are more of a side project. The goo is the key to improving the human species so they can actually survive in space. (Humans have been doing badly everywhere, we learn…) Supposedly, the goo can heal creatures at accelerated rates, like we see with the accelerated life cycle of the xenos. (I’m simplifying — but it’s a scene that, for me, redeemed some of the material from Prometheus.) It also gives the company a bigger reason, other than “alien=good weapon” evil of the other movies; here, there’s at least some level of good intention that makes W-Y less a caricature of the “evil corporation” and gives a move nuanced, realistic set of motives.

So that’s the first two acts and most of the set-up for the when they big chaps show up. There’s some really good stuff in here, and they pull from all of the movies to try and weave things together. Are they successful? For the most part. The folks that complain about the fan service, like Critical Drinker — whom I usually tend to agree with — have some valid points. but ultimately, to me, this felt like a love letter to the series from a real fan. Another gamer I know said the fan service felt like he was watching a really good night of role playing in an Alien RPG. I tend to agree there.

So the good: it looks great, sounds great, and the creature effects are top notch. We even get a new awful thing at the end. the acting is generally good, but Saeny and Jonsson are quite good. With one huge exception, the characters do some dumb things but not the usual “we need to get to the next action scene” dumb of modern movies; these are scared kids working on limited understanding of what they’ve up against, or from pure expediency. (I can’t count on fingers and toes the number of times I’ve done something stupid out of expediency or lack of knowledge.) That one exception is the “we need to get to the new bad guy” dumb.

The bad: the use of Holm might disturb those that are on an anti-AI or use of dead actors’ likeness kick. I thought we could have gotten the same utility out of another “evil” android…or hell, give us a version of David. I can always watch Fassbender do some acting. The one dumb move by a character is truly, mind-numbingly stupid and while it sets up the last face-off; I think this is almost enough to take me out of the pic. The use of lines from the other movies — “get away from her…” for instance were a bit forced, but the audience seemed to love it. Sometimes, fan service is appreciated. The ship conveniently crashing into a hanger bay was, for me, the most egregious moment in the movie.

So is it worth it? I had a blast. I found the pacing and suspense well executed, the look and feel of the piece screams Alien. The creature effects were fantastic. There’s some truly great action set pieces involving zero-gee and acid blood. If I put it on my scale of “should you see it” I’d say it’s a full price, but not quite IMAX money. Definitely a cheaper matinee.

If you like the Alien franchise, you’re gonna love it. If you’re like me, and you think everything save the first two and David from Prometheus are dreck, you’ll most likely be pleasantly surprised. If you’re a nit-picker; the third act is gonna piss you off. If I had to place this in the best to worst of the series, I’d say it’s a solid #3 behind the first two. Hell, even Covenant is better than Alien 3, which should follow Willow the TV series into Disney’s memory hole.

My is it worth it scale: top being “full price in the theater”, “a matinee”, “rent it at home”, to “borrow or stream it”, and lastly “avoid like the plague”.

I’ll begin with this: I’ve been playing — starting with one of the box sets of Dungeons & Dragons I got from Hess’ department store in…’77? ’78? maybe? Long enough that almost no one knew what D&D was. I know it took a long time to find someone who wanted to play. There was a distant cousin I wound up running the game for, and there was an older guy who was running D&D at the local library, but I remember he didn’t make it very exciting; it was very rules oriented.

Once I had an actually group of friends playing by 1980, we played a lot — and I was usually the guy running the show. That was partly because I didn’t have a lot of extracurricular activities, I could come up with a plot pretty, quick, and could usually improvise stuff on the fly. We cycled through a lot of games — all the TSR offerings, Universe and Traveler, then hit on James Bond: 007, which was my favorite system until about a decade ago. It’s still damned good.

In college, others would take over running games, but they usually would last a few episodes then hand it off to me because they were busy or just didn’t have the time. After college, I was down to a single player for a while before I moved to Philadelphia and picked up a new group. Again, me running. It was in Philly that I started being a lot more selective about who got invited to play. My roommate and I had the misfortune of meeting a 350-pound “ninja” who was so unrelentingly bad at peopling that we dropped him. He then stalked us for two months. I remember an incident where he was trying to call into the building, whilst me and my not-inconspicuous falt mate slipped into the atrium, got the inner door unlocked, and managed to slip up the stairs unnoticed by his well-honed ninja perceptive abilities.

There was an interregnum between Philadelphia and moving out to New Mexico where I was again down to one player before cobbling together a group over six months, pulling good gamers out of mediocre groups to form something special. In one of the groups, where I would meet my former wife, there was a goth Christian who wrote awful religious death metal music. He ran Call of Chthulu — and the experience was so Earth-shatteringly bad, I didn’t play CoC again.

The one GM that really sticks is this redheaded giant dude in Albuquerque, totally spectrum, who ran Dungeons & Dragons for his group of four. For about most of the session — which was a disaster — I started working on sussing out the players that were worth the effort, then peeled out the good gamers for our own group. This guy was stunningly misogynistic: after skimming through his 80 page bible on his game world, he gave us our characters, making sure the singular female got the cleric…who was mute. Seen, not heard. He rarely asked what she was doing, save when it was time to heal up the guys. Better yet, he made sure his wife was getting us drinks and food. He once played at our place and while stretching, he knocked the glass light cover off the kitchen ceiling. Shatter. Did he offer to clean up? Nope — he expected my then-wife to. Lovely fellow.

Even during the military, I was able to keep a game going with the wife and a rotating group of folks that came and went as we changed posts, and on returning to Albuquerque, I reconstituted parts of the old gaming group and added more. Divorce, remarriage, and a kid — there was always the gaming group, usually with me GMing.

I’ve manage to keep my gaming groups together for a good while. The original high school group gamed together, on and off, for almost eight years after we graduated and went out separate ways; we would get together once or twice a year at wherever was most convenient. The first Albuquerque group lasted — with a break for military service — twelve years. Several others followed, bouncing between two and six players, plus me. Recently, the current iteration of Nerd Night™, has been mostly the same people since 2017. In the last year, one of the other players took the role of GM for the first time. He’s been running us through Fallout, which several of the players know and have played the video game version, and there’s a promised Mythic Odysseys of Theroscampaign promised. It’s nice to play and not have the responsibility of the group on me but I did note — if I’m not available, the group doesn’t tend to get together elsewhere.

That brings me to the second topic of this piece: how does a group hold together for a decade or more? There’s a few reasons: 1) you have to be friends…not just for D&D. You have to get together for cookouts, or movie nights, or on the extreme end, blow a bunch of money to got to GenCon together. 2) There has to be the one guy that coordinates and keeps things moving. As forever GM, that typically has fallen to me, and still does — even when I’m not running. 3) Pick a day and time and commit. Yes, there will be kid’s plays, and illness, and trips, etc. but the group needs to meet regularly. Once a week is ideal, but at least every two. Longer than that and the momentum is lost. Chores, travel, other things will keep people away. If we have one player out, we typically have another player run the missing person’s character, or if the game allows for it, they are busy elsewhere. In our group of five, we’ll usually still play even with two down. We might do a board game night, movie night, or I find something I can run in a night. But you’ve got to keep it going.

This was originally posted at the new blackcampbell.substack.com. New stuff is hitting there. Come join us!

Over the next few weeks, a lot of the content from this site will be migrating to the new site on Substack: The Black Campbell Review. There will be a lot of the same types of things we see here — a tighter focus on RPGs and other nerdiness, but there will also be a review site for things like firearms, motorcycles, ans other manliness once I’ve got my feet wet over there.

Eventually, this site will get decommissioned or turned into a storefront for Black Campbell Entertainment. I haven’t decided yet.

As for Black Campbell Entertainment — there’s a few new adventures being written right now that will hit DriveThruRPG in the next few months. We will also be branching out from our usual pulp action material that has been the core of our work toward other genres — sci-fi, horror, and maybe even a bit of 5e related stuff. We’ll be sticking to PDF for the new stuff, for now, as DriveThru has gotten finicky about the layout process for print and I have to retrain myself on some of the software to get around their nonsense.

A lot of this has been percolating since about 2021, when we pumped out two books in six months. We’re a small outfit and that combined with the COVID idiocy and a full time job burmed me out something fierce. It’s taken until a few weeks ago, when my school decided to go to what I derisively call “course in a can”. The school bought curriculum that is pre-packaged, often scripted, and where it’s been tried, demonstrably lackluster. No room for academic freedom, no room for reteaching or getting off schedule, no room for the students, who are to be “aggressively monitored” (as are the teachers). So I decided to walk away.

Now I have the big question: do I pivot to writing and creative work and leave teaching — something I’ve been doing at college and high school for almost 15 years; or do I go find another job in the classroom and hope things get better. The wife is of the opinion I should do the former. We’ll see.

For now, however, join me over at blackcampbell.substack.com

it rained all over me today while riding to work. So after a day of freezing my ass off in wet jeans while dealing with my students, I came home to the desire for something bracing. Here’s what I made:

2 oz. Bulleit Bourbon, 2 oz. Santa Fe Distillery Apple Brandy, a teaspoon of the juice from the Maraschino cherry jar (plus one cherry). Stir and serve room temperature. Tastes good, bit of a kick, and very simple.

I had to bow out of this last year due to the school year schedule and other issues, but Black Campbell will take part this year (by writing all of the posts this month and scheduling them for next month.

After a two year hiatus to recover from shenanigans at my day job, COVID nonsense, and the other assorted issues, including serious burnout, we will be starting to release new material by the end of the year for Ubiquity, but also system-agnostic adventures.

This has rolled across my Kickstarter feed a while back: DIE the Roleplaying Game. The conceit is one we’ve all seen — players of a game get sucked into the “real” thing. I’ve run a couple of mini-campaigns using this idea in the past, but this looked like it was attempting to get a lot more meta about it. Written by Kieron Gillen, a British comic book writer, and Stephanie Hans, a French comics artist, it was a tie-in to a comic series…or maybe the comic was a tie-in to the game. Either way, while you don’t need to have read the comic (and I hadn’t when we kicked the tires on the game last week, I have now).

The rules are really light with influences from several other light weight systems. The basic mechanics are a dice pool — roll the number of die equal to your attribute, plus or minus dice for various advantages and disadvantages, to do what you want. A success is scored on a 4 or higher; a 6 also gives access to a special effect. The rules beyond that are tied to whatever class you play, and these are roughly analogous to Dungeons & Dragons classes, but with a twist — or maybe perversion is a better word.

Before you get to your characters, or “paragons”, you create your players. This involves a session zero where you all decide the backstories and desires, disappointments, etc. of your player, and the connections between them all. The players then create their paragons. This actually was an interesting stage as paragons that would have been perfect for some of the gaming group were not chosen, and paragons perfect for the players were taken.

There are six classes and the game is really set up to be played by six or fewer players. You can have two playing the same class, but that isn’t recommended. There’s the dictator –the bard as monster; you can control people and their emotions with “the Voice”. In the comic, this is used to horrific and tragic effect. It tied synergistically to the Emotion Knight. In the comic, one of the characters is a “Grief Knight” powered by his sadness; the Dictator in the comic powers him up with the Voice…but it’s a pretty awful thing to do. There’s the fool, who is the rogue analogue. So long as they are being foolish, they are pretty much untouchable. Their friends? That’s another issue. There’s the neo — a cyberpunk “wizard” if you will that is powered by “fair gold” — which is found in the “Fallen”, the game’s zombie/orc/bad guys you can kill without remorse (until you know their backstory…) There’s the Godbinder, a cleric who cuts deals with gods for some pretty damned powerful effects…but that debt has to get paid. Lastly, there’s the Master, which goes to the gamemaster; they are a player, after all. The Master is the wizard — he can bend and break the rules, but only so far before the power of DIE — a 20-sided world with different settings per facet — come calling.

(Since I was the GM, I took the Master, of course. My player was the not-great looking buy charismatic drama geek raised by a single mom with all sisters, and who has a tendency to play only female characters. His master is a soft-core leather fetish redhead…of course.) Each of the classes has their own special die — a d4 for the Dictator, d6 for the Fool and so on up to the Master with the d20.

The conceit is that you are either coming back together after a time from your last being together to play a game, but we tweaked that to the “last big game of the summer before we go to college”. You get sucked into the game and then the fun (or horror) begins. The basic premise is that the players wouldn’t necessarily want to go into the game. In the comic, the friends get sucked back to DIE after having barely survived it in their youth. The setting is supposed to be dark fantasy, but you can go light or REALLY dark (see the comics, of which there are four graphic novels.)

Our setting, we decided together was based on the stuff the players all did in the ’90s (we set the game in 1995), so we leaned into a Shadowrun-kind of campaign. The dictator is very much straight out of a White Wolf Vampire game, the Ecstasy Knight is armored up like a low rent Batman, the Fool is a dual pistol wielding street samurai, and the Master…well, I mentioned that.) Following the arrival in a knockoff Night City, they get attacked by Fallen (again, a suggested start for the game), and in the fray, the Master gets spirited away.

Afterward, they find out at their favorite bar from the games they had played, that the world is now in terrible danger and is starting to fall apart. They have a choice to make to save DIE and its inhabitants — they must all agree to play the game, or to leave the game…but they’re short a member.

That’s where we left it last week and we’re picking it up at Nerd Night this week.

It’s an interesting setting and depending on the group you have to play, this could be either light fun that has a dark underside, or a straight-up horror, “oh, shit!” quality to it. The system and its pretenses are interesting, and I could see this being a game to roll through on a semi-regular basis.

To the physical aspects of the game. Hans’ artwork is superb and provides a good sense of what the flavor of the game is supposed to be. There’s bits and pieces from the comic book, but for the most part, the imagery is taken from the sample characters that were used by the authors and their playtesters. It’s well written and understands that needs of getting the rules right and making them easily comprehensible, and the artistic end where you’re setting up the world for the players. The book is hardcover and well-bound; there’s no slop here — it’s high quality. The GM screen is equally good — heavy stock with cool but not distracting artwork on the player side. There’s the basics for the rules on the GM side, but…well, there’s not a lot there. Lastly, it came with a nice heavy cardstock dice box with a magnetic clasp. Inside six red polyhedrons with the top number an image of the die type. Yes, they’re cool. And since everyone get one specifically for their character, they stand out from the d6 die pool, and are supposed to.

This was the first new game in a while that my game group got really excited for, and we had a blast with the player/character, initial introduction session. The game is available through the link above and the comics are available on Amazon or a decent local comic store. (That’s where I got mine.)

So is it worth it? To get the book and all the attendant dice, etc. will set you back £90 or about $100. The quality of the artwork, the production values on the book and attendant materials, is well worth it. If the setting intrigues, do it. I feel I got my money’s worth, and I’m even going to pop for the Fair Gold I hadn’t added on during the Kickstarter.

As for the comics — they are very well done. The writing is a bit forced at the start, but once the plot gets rolling, it’s got a nice flow, the characters are rich and well-written, and the story gets progressively more involved and interesting. I’ll stop there as there’s tons of spoilers. The whole series set me back $60 and was more than worth it. Hell, I may have to have a look at The Wicked + The Divine.

So this started out as a joke drink, thanks to all the online stupidity at the start of the current stupidity that has engulfed the planet. There were internet rumors that Tito’s vodka cured the ‘Vid, and i figured, “well, Vitamin C is good for the flu”, so here it is, the Quantini:

What you need:

2 measures of Tito’s Vodka (for the joke, really any vodka or gin), a measure of sweet vermouth (dry is fine but loses some of the citrus), 1/2 measure of lemon juice for Vitamin C, a few shakes of orange bitters (normal is good, too. Combine in a shaker over ice, and shake. You could stir, but that makes you a alcohol heathen.

What you’ll get a nice smooth libation with a nice citrusy, sweet flavor and a nice kick.

Enjoy.

The editing work on the Fate version of The Sublime Porte is almost done, and the work on the Ubiquity version is complete. We’re just waiting on the art before assembling the book for publication.

 

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